Pokémon DP Save File Structure

From ProjectPokemon Wiki
Jump to navigation Jump to search

General Save File Structure

A Pokémon Diamond and Pearl save file is divided into two pairs of blocks. Each pair consists of one general block, one storage box block, and one hall of fame block. The storage box block contains current information regarding the Bebe's storage system, including stored Pokémon, box names, box wallpapers, and the current open box. The general block contains current information on every other aspect of the game's progress, such as the trainer's name, ID number, acquired badges, party Pokémon, items, and much more. The hall of fame block contains information about the Pokémon used to defeat the Elite 4. The other pair of blocks is a backup from the previous save.

The first general block in the file begins at 0x00000. The first storage block begins at 0x0C100. The first hall of fame block starts at 0x20000. The second general, storage, and hall of fame blocks are at the same address + 0x40000. The current blocks are not always stored in linear order in the save file (i.e. if the second general block is the more current, the first or second storage box block can possibly be the current as well).

Block Footers

The last 20 bytes of each general and storage box block is a footer. The last 24 bytes of each hall of fame block is a footer. The footer is used to determine:

  • The size of the block
  • Whether the block is current or a backup.
  • Which big & small blocks link together.

General/Storage Box Footer

Offset Purpose
0x00 - 0x03 Save ID number
0x04 - 0x07 Save index number
0x08 - 0x0B Size of block
0x0C - 0x0F Run-time usage
0x10 - 0x11 Run-time usage
0x12 - 0x13 Checksum

Hall of Fame Footer

Offset Purpose
0x00 - 0x03 Save ID number
0x04 - 0x07 Save index number
0x08 - 0x0B Run-time usage
0x0C - 0x0F Run-time usage
0x10 - 0x13 Size of block
0x14 - 0x15 Run-time usage
0x16 - 0x17 Checksum

Loading/Saving A Save File

When the game loads the save file, it first compares the save index number of each small block. If the small block with the highest save index number has a correct checksum, then the game checks to see which big block has a matching ID number. If both big blocks have the same ID number as the small block, then the big block with the highest save index number is chosen. If the big block chosen by the save file has a correct checksum, then the game loads successfully. If the checksum is incorrect in either the small or big block, the game reverts to the other block pair. If either of their checksums are incorrect, then no data is loaded, and a new game must be started.

When the game saves data, the save index number is incremented + 1 from the current save index number, and the backup small block is overwritten with the new data.

If nothing in the big block has changed, then the save ID number in both blocks is retained. However, if changes have been made to the big block, then the backup big block is overwritten with the new data, and a new save ID number is generated, which is then written to the new small block. This is the reason why the game varies on how long it takes to save.

Thus, either small block can be linked with either big block, and the current pair is identified using the footer information.

Small block offsets

Adventure Started - 0x34

  • Unsigned 32bit integer.
  • Number of seconds since 1/1/2000 00:00:00

Pokémon League Champ Date - 0x3C

  • Unsigned 32bit integer.
  • Number of seconds since 1/1/2000 00:00:00

Trainer Name - 0x64

Trainer ID - 0x74

  • Random unsigned 16bit integer
  • The visible identification number of a trainer
  • Determines ownership of Pokémon.

Secret ID - 0x76

  • Random unsigned 16bit integer
  • The hidden identification number of a trainer
  • Determines ownership of Pokémon.
  • Determines variation in the game.

Money - 0x78

  • Unsigned 32bit integer.
  • Limited to 0xF423F (999,999)

Trainer Gender - 0x7C

  • 0 if male, 1 if female.
  • Determines ownership of Pokémon.

Multiplayer Avatar - 0x7F

  • Unsigned 8bit integer.
  • Determines the sprite seen by other players in a multiplayer environment such as the Union Room.
0x00 = None
0x03 = School Kid
0x05 = Bug Catcher
0x06 = Lass
0x07 = Battle Girl
0x0B = Ace Trainer Male
0x0D = Beauty
0x0E = Ace Trainer Female
0x0F = Roughneck
0x1F = Pop Idol
0x23 = Social
0x25 = Cowgirl
0x2A = Ruin Maniac
0x32 = Black Belt
0x3E = Rich Boy
0x3F = Lady
0x46 = Psychic

Number of Current Party Pokémon - 0x94

  • Unsigned 8bit integer.

Party Pokémon - 0x98

The Pokémon in the trainer's party.

  • 6 blocks of 236byte structures
Main article: Pokemon NDS Structure

Fly Locations - 0x1112

  • 9byte bit field

Berry Trees - 0x1E84

Main article: Berry Trees

Rival's Name - 0x25A8

Safari Zone Pokémon - 0x72D0

  • Unsigned 32bit integer result from the ARNG.
  • Four daily safari zone Pokémon
  • Indexn = ( ARNG >> ( n * 0x5 ) ) & 0x1F
  • List of Safari Zone Pokémon
  • Notes: Both Safari Zone Pokémon and Swarm Pokémon have the same ARNG value.

Swarm Pokémon - 0x72D4

Daily Trophy Pokémon Today - 0x72DC

Daily Trophy Pokémon Yesterday - 0x72DE

Honey Trees - 0x72E4

Main article: Honey Trees

GTS Pokémon - 0x73E8

The Pokémon to be put up for GTS

  • 1 block of 236bytes
Main article: Pokemon NDS Structure